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Some Conversion Issues.
Posted: Thu Aug 16, 2007 5:54 am
by Unilat
I've converted new mombasa one (outskirts) onto beavercreek. It runs and i've been able to move spawns and objective locations and what not just fine.
However, if I move my head too fast, bitmaps become rainbow multicolored when exiting view or coming back in, then after a second they fix themselves. Could this be the level of definition? And if so does anyone have a link to the app that removes them.
Second, I saw a post about someones conversion where it seems that the human weapons sounds are sped up? They go too fast for the weapon, but are the correct sounds. Unfortunately I couldnt find the post again to see if a correction had been made.
Thanks for the help.
Re: Some Conversion Issues.
Posted: Thu Aug 16, 2007 6:24 am
by Zone 117
Unilat wrote:I've converted new mombasa one (outskirts) onto beavercreek. It runs and i've been able to move spawns and objective locations and what not just fine.
However, if I move my head too fast, bitmaps become rainbow multicolored when exiting view or coming back in, then after a second they fix themselves. Could this be the level of definition? And if so does anyone have a link to the app that removes them.
Second, I saw a post about someones conversion where it seems that the human weapons sounds are sped up? They go too fast for the weapon, but are the correct sounds. Unfortunately I couldnt find the post again to see if a correction had been made.
Thanks for the help.
Don't think you can fix that. Maybe a LOD problem or something, but the same problem was in Night Ops, and I think if we knew how to fix it, they would have.
Posted: Sat Aug 18, 2007 9:10 am
by Unilat
Sorry about the delayed response, had to replace the modem
Well thanks for the info. The sounds have actually grown on me. Ill see what I can do. Removing LODs may have had some effect, but not too noticeable. The multi-colors and sounds however dont ruin the map, so hopefully once all the kinks are smoothed out ill be able to release this and still have it be good.
Re: Some Conversion Issues.
Posted: Sat Aug 18, 2007 2:53 pm
by eternal
Unilat wrote:... human weapons sounds are sped up? They go too fast for the weapon, but are the correct sounds.
in order to fix sounds, u need to play the map first, and test all sounds, such as reload, fire, pulling out all weapons, driving vehicle sounds, EVERYTHING!. its importtant to keep your decompiled tags, too. so once u figure out wut sounds are corrupt, just select each individual sond, and decomile IT by itself, one @ a time. same goes for bitmaps. if by chance uve done ALOT of werk on player spawns, weapons, etc, u can also decompile ur [scnr] tag by itself, and keep all changes u've made. then when u have everything u think is wrong, decompiled RECURSIVLY, then rebuild, using a fresh mp map. its that simple. a little time consuming, but well worth it. good luck
Posted: Sun Aug 19, 2007 6:08 am
by Unilat
So your saying with H2Core, I would have to decompile each sound and the scenario? How would i rebuild just the sounds back in without having to do the entire map?
I was thinking possibly of trying extracting the correct sounds from a fresh map and injecting over the current ones. If that didnt work, for select sounds couldnt I duplicate a working sound (or one that is unused) and inject a fresh sound over that then swap? It would be a lot less trouble considering my theme will be all human, so covenant sounds will be unused.
Posted: Sun Aug 19, 2007 9:34 am
by eternal
Unilat; what im saying is is this (this is gonna be windy I guess);
step 1: do the conversion you want to do, and I suggest using headlong, because for me, I've had the best success using it, maybe because it has very large Z cords, i dunno (and don't delete your tags)
step 2: quickly set the player spawns anywhere on the map, so u can try the map, and ftp it. I don't recommend doing alot of spawn setting, but you CAN, if decompile your converted maps [scnr] tag, and rebuild with that one.
step 3: start testing sounds! shooting, reloading, melee, driving sounds, turret sounds, listen to sound scenery, EVERYTHING. I find it helpful to make a list on paper,, b/c with some conversions there can be upwards of 40 corrupt sounds.
step 4: place a fresh copy of your base mp map in your modding folder, and open it with H2core.
step 5: if the sniper fire sound was corrupt, select it, then click meta>decompile recursivly. if rocket reload was corrupt, select it, then click meta>decompile recursivly. keep doing this until ALL sounds you want have each been individually decompiled recursivly. (If you have corrpt bitmaps, it is done the same way, but it can be very time consuming, to figure out which ones are needed, and this is done with core and your sp map, obviously).
step 6: click map rebuild, using the virgin mp map u have open in core, referecing the proper scenario, etc.
Thats all there is to it.
If someone really needs more help with this, pm me or something, AIM or MSN, etc.